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CGTrack / Assets / Oculus / SampleFramework / Usage / OVROverlayCanvas / Shaders / UI Default Correct.shader
// This shader is identical to UI/Default except the Alpha blend mode results in correct Alpha
Shader "UI/Default Corrected"
{
	Properties
	{
		[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
		_Color ("Tint", Color) = (1,1,1,1)

		_StencilComp ("Stencil Comparison", Float) = 8
		_Stencil ("Stencil ID", Float) = 0
		_StencilOp ("Stencil Operation", Float) = 0
		_StencilWriteMask ("Stencil Write Mask", Float) = 255
		_StencilReadMask ("Stencil Read Mask", Float) = 255

		_ColorMask ("Color Mask", Float) = 15

		[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
	}

	SubShader
	{
		Tags
		{
			"Queue"="Transparent"
			"IgnoreProjector"="True"
			"RenderType"="Transparent"
			"PreviewType"="Plane"
			"CanUseSpriteAtlas"="True"
		}

		Stencil
		{
			Ref [_Stencil]
			Comp [_StencilComp]
			Pass [_StencilOp]
			ReadMask [_StencilReadMask]
			WriteMask [_StencilWriteMask]
		}

		Cull Off
		Lighting Off
		ZWrite Off
		ZTest [unity_GUIZTestMode]
		Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
		ColorMask [_ColorMask]

		Pass
		{
			Name "Default"
		CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma target 2.0

			#include "UnityCG.cginc"
			#include "UnityUI.cginc"

			#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
			#pragma multi_compile_local _ UNITY_UI_ALPHACLIP

			struct appdata_t
			{
				float4 vertex   : POSITION;
				float4 color	: COLOR;
				float2 texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct v2f
			{
				float4 vertex   : SV_POSITION;
				fixed4 color	: COLOR;
				float2 texcoord  : TEXCOORD0;
				float4 worldPosition : TEXCOORD1;
				UNITY_VERTEX_OUTPUT_STEREO
			};

			sampler2D _MainTex;
			fixed4 _Color;
			fixed4 _TextureSampleAdd;
			float4 _ClipRect;
			float4 _MainTex_ST;

			v2f vert(appdata_t v)
			{
				v2f OUT;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
				OUT.worldPosition = v.vertex;
				OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);

				OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);

				OUT.color = v.color * _Color;
				return OUT;
			}

			fixed4 frag(v2f IN) : SV_Target
			{
				half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;

				#ifdef UNITY_UI_CLIP_RECT
				color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
				#endif

				#ifdef UNITY_UI_ALPHACLIP
				clip (color.a - 0.001);
				#endif

				return color;
			}
		ENDCG
		}
	}
}